sheriffdance

Badlands Misadventure (WIP)

Jan 22nd, 2022 (edited)
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  1. Badlands Misadventure
  2.  
  3. 3d6 to get paired results/loners above the target roll. Only a
  4. roll with a paired result is valid. You can gain +Edge or -Edge
  5. to set loner before rolling to 6 or 1, three matches (treys)
  6. auto-succeed on roll as critical results. Penalties and bonuses
  7. such as +1 are applied to both a pair and a loner rolled.
  8.  
  9. BASICS
  10.  
  11. Hit Points - 4 + Nerve mod. Used for taking damage. Can be
  12. restored by eating food or resting.
  13. Focus Points - 4 + Acumen mod. Used for special abilities.
  14. Recharges after every battle.
  15.  
  16. Three stats: Power, Nerve, Acumen - measured from E-A, giving a
  17. modifier from E(-2) to A(+2). Choose one to increase by one rank
  18. before trades or castes.
  19.  
  20. Combat - Physical abilities regarding fighting in battle,
  21. defending with shields and other athletic pursuits.
  22.  
  23. Nerve - Mental fortitude and HP values. Protects against
  24. mind altering effects.
  25.  
  26. Acumen - Knowledge of the world and its arcane secrets,
  27. and talent for investigating rooms and mysteries.
  28.  
  29. Defense: The TR that enemies have to hit to give you more than a
  30. glancing blow. Your Defense is 1 before armor.
  31.  
  32. Skills: Players make up 3 non-combat related skills they're good
  33. at, like climbing mountains, picking locks or playing an
  34. instrument. They gain +Edge to taking these actions.
  35.  
  36. Experience - Enemies are divided into Unworthy, Worthy and
  37. Outmatched foes based on their levels compared to the players.
  38. A monster slain is worth 10, 50 or 100 EXP respectively to the
  39. whole party. To gain another level, the party must gain an
  40. amount of EXP equal to (their average level) x 100 EXP.
  41.  
  42. =====
  43.  
  44. COMBAT
  45.  
  46. While adventuring and not in combat, players can decide their
  47. Formation at any time amongst themselves. Formation places
  48. priority on who gets attacked by enemies more often, and the
  49. character's aim. The formation positions per party member are
  50. Frontline and Reserve. There must be at least one active
  51. character in Frontline for Reserve positions to be available.
  52.  
  53. In combat, players and enemies have turns bisected by the sides,
  54. and the players roll at the start of combat to determine which
  55. one goes first; if they succeed in getting a Paired Result,
  56. they can go first, and the enemies go first if they don't.
  57.  
  58. During a turn, each actor (enemy or player) has a Ready and an
  59. Action. A Ready can be used to prepare oneself in some way, such
  60. as getting ready to counter or avoid an attack, changing a stance
  61. or preparing a spell to be cast. You get ways to use your Ready
  62. based on your Trade, but it can also be used in two basic ways by
  63. any character:
  64. - Changing your weapon or equipment in hands
  65. - Readying a dodge
  66.  
  67. An Action is anything such as an attack, a spell's casting or
  68. changing your character's position. You only get one pur turn.
  69. Attacks are vs. the target's Defense, which is the TR of a normal
  70. roll. Any paired result that doesn't meet the TR deals 1 damage
  71. to them and is called a Glance. Glances can be avoided by readying
  72. dodges or wearing heavy armor. Trey results on attacks deal twice
  73. as much damage to the target.
  74.  
  75. Melee attacks can only hit actors in a Frontline position, and
  76. the attacker must be in Frontline as well. A ranged attack can
  77. hit any actor on the field, but at a penalty -1 if the attacker
  78. is in Frontline position.
  79.  
  80. When a character's HP reaches 0, they're Knocked Out (KO'd) and
  81. can't take turns until they're revived. A character can be
  82. revived either by remaining KO'd for an hour or with certain
  83. effects and items. When revived, they regain half their HP.
  84. If a character is reduced to -5 HP, they die.
  85.  
  86. =====
  87.  
  88. CHARACTER TYPES
  89.  
  90. Characters can choose to either be humanoid or one of various
  91. Castes. Being Humanoid gives you access to choosing one of the
  92. Trades which define your abilities, while Castes describe your
  93. abilities as a non-humanoid character.
  94.  
  95. TRADES - Ki Fighter, Pantomime, Gunner, Wizard, Ninja, Knight
  96.  
  97. CASTES - Machine, Birdman, Shifter, Ridalon, Demon, Haunt
  98.  
  99. Choosing one of the types, caste or trade, gives you its
  100. equipment, Actions and Readies you can use in battle, along
  101. with a line of progression for when you level up.
  102.  
  103. -----
  104.  
  105. TRADES
  106.  
  107. - KI FIGHTER -
  108. Weapon - Hands [M/2 Dam] and Staff [M/3 Dam]
  109. Armor - Light Armor [DEF 2]
  110. Stat Increase - Acumen +1 rank
  111.  
  112. PASSIVE ABILITIES
  113. - Lightning Fast: You can grab projectiles out of the
  114. air. You are not glanced by ranged weapons and ignore
  115. the miss effect of a machine gun.
  116.  
  117. SPECIAL ACTIONS
  118. - Quick Attack: Make two attacks with Hands in one
  119. turn or counter as part of Attack action.
  120. - Ki Blast [1+ FP]: Blasts enemy at range with ball of
  121. light, deals 1 damage for every FP put into action.
  122. Requires one empty hand.
  123. - Mobile Attack: Attack an enemy and change position
  124. with the same action.
  125. - Revive [2 FP]: Revives a KO'd character.
  126. - Restore: You regain 2 FP.
  127.  
  128. SPECIAL READIES
  129. - Counter Stance: When enemy misses you with attack, you
  130. can make an attack toward that enemy if they're in range.
  131. - Shield Stance: You turn an enemy's successful hit into
  132. a glance, and a glance into a miss.
  133.  
  134. -----
  135.  
  136. - PANTOMIME -
  137. Weapon - Sword [M/3 Dam]
  138. Armor - Light Armor [DEF 2]
  139. Stat Increase - Nerve +1 rank
  140.  
  141. PASSIVE ABILITIES
  142. - Hearty: You gain +2 extra HP now and on every level up.
  143.  
  144. SPECIAL ACTIONS
  145. - Copy [2 FP]: Make a TR3 Acumen roll. On a success,
  146. you copy an action a Monster has taken in the last turn
  147. and choose a new target. If the action deals damage
  148. or heals its target, you do so for the same amount.
  149. - Provoke: You taunt one enemy, causing it to target you
  150. with its next attack.
  151.  
  152. SPECIAL READIES
  153. - Study: You ready yourself to study a Monster's next
  154. attack or action made against you. If the monster makes
  155. its action successfully without KO'ing you, you can add
  156. the action to ones you can do at any time for 2 FP. You
  157. can only gain 3 studied actions before switching them
  158. out, and use an action's statistics as done to you.
  159. - Bracing Stance: You can survive any attack or damaging
  160. effect with 1 HP. Can't be used if you only have 1 HP.
  161.  
  162. -----
  163.  
  164. - GUNNER -
  165. Weapon - Knife [M/2 Dam] and Machine Gun [R/Special]
  166. Armor - Medium Armor [DEF 3]
  167. Stat Increase - Combat +1 rank
  168.  
  169. [Machine Gun: 6 damage per burst, ranged. Three bursts
  170. before needing to be reloaded. -Edge to hit. On a miss,
  171. target must change position in fleeing the gunfire.]
  172.  
  173. PASSIVE ABILITIES
  174. - Good Aim: You deal 2 damage on a glance with firearms.
  175.  
  176. SPECIAL ACTIONS
  177. - Full Auto: You spend all of your machine gun's bursts
  178. in one action. Make three attacks, with a penalty of -1
  179. and -2 on the second and third attack rolls respectively.
  180. - Run & Gun: You make an attack with -Edge and change
  181. position in the same action.
  182. - Reload: You reload your weapon to its full capacity.
  183.  
  184. SPECIAL READIES
  185. - Aim [2 FP]: You gain +Edge to your next attack action.
  186.  
  187. -----
  188.  
  189. - WIZARD -
  190. Weapon - Staff [M/3 Dam, uses Acumen for magic attacks]
  191. Armor - None
  192. Stat Increase - Acumen +1 rank
  193.  
  194. PASSIVE ABILITIES
  195. - Conduit: You regain 1 FP every turn while conscious.
  196.  
  197. SPECIAL ACTIONS
  198. - Abracadabra [Non-combat]: You wave your hands and chant
  199. random words in a plea to avert some sudden danger (like
  200. someone falling off a cliff). Make an Acumen roll with
  201. -Edge to succeed in this and describe how it works.
  202. - Magic Bolt [1 FP]: Ranged magic attack that can target
  203. up to three enemies for 1 damage or one enemy for
  204. 3 damage. Requires only one roll.
  205. - Thunderclap [2 FP]: Make a ranged magic attack against
  206. a target. On a success, you deal 3 damage and stun them
  207. until the end of their next turn.
  208. - Toad [Once a day, 4 FP]: Make a ranged magic attack
  209. against an Unworthy target. On a success, you turn them
  210. into a talking toad until you decide to restore them.
  211. - Big Blast [Once a day]: You must spend one turn
  212. charging this spell before you cast it on your next turn.
  213. You cast an explosion that decimates everything in a
  214. 100 foot radius of you. All Worthy or lesser actors will
  215. be KO'd except you, but you can't cast any more magic
  216. until you rest for a night afterward.
  217.  
  218.  
  219. SPECIAL READIES
  220. - Magic Shield [2 FP]: Your Defense becomes 4 until the
  221. end of the round.
  222. - Retreat: When glanced or missed by an attack, you can
  223. choose to move to another position.
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